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How about either some king of achievement or reward system that gives a bonus after (x) number of each enemy type is defeated, the rewards could be different based on the number killed.
Example of possible reward tiers for 1 enemy. All numbers are just to give an idea of the type of system.
25 Snakes killed: 200 gold
50 Snakes killed: 500 gold + x25 snakes
100 Snakes killed: 500 gold + x25 snakes + your snakes get +5% Damage / Health
200 Snakes killed: ???
300 Snakes killed: ???
400 Snakes killed: ???
... the cap should be high or non-existant.
In addition to giving us more goals in the game, which improves the entertainment value, I like the idea of the stat bonuses based on how much time you put into farming. It is good to have at least some rewards that you can only get based on your time invested, instead of just buying power with cash.
But wait... there's more!
If this feature does make it in, then you could also implement random daily bonuses, where 1 is always active. The bonus would give x2 kill credit to a specific type of enemy. Possibly even a card or gold bonus on them as well. This would incentivise people to try something different on some days rather than do the same boring rotations in a specific area. However since traveling costs energy it might be nice to give people a free teleport to the area of the daily bonus if they have already been there at least once.
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I'd like to put my two cents here as well if possible.
First of all i would love to see some sort of base building or at the very least an investment button where we can put in cards we don't need and gold in order to gain a passive income or certain bonuses.
The second feature i would truly enjoy is a Compendium of sorts where we can reference things. The game itself is rather simple but i would still like to be sure i understand things correctly.
Finally i would love to see a timer that tells me how long it will take for my food supply to reach the limit. I know it is easy to calculate but it would still be really convenient to not to have to do the calculation.
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when i deselect other factions in deck, can it remember that, i hate having to uncheck each time i click deck
can the markets always contain one of each faction? seems a waste if my faction isn't an option to buy something
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It would be nice is you could scroll the map around so you can plan a course to where you want to go and not only be able to see what is fairly close around you
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> *Originally posted by **[dand883](/forums/1027377/topics/1778455?page=1#12971470)**:*
> It would be nice is you could scroll the map around so you can plan a course to where you want to go and not only be able to see what is fairly close around you
+1
Could we get the option to sell extra cards for gold (the types we aren't building and eventualy the extras after maxing out)
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Another feature idea. Survival type battle, set up like a PvP with the goal bing to survive for a long as possible. Every unit (or 3rd) is one level stronger than the last. give reward for number of seconds survived. Have it be replayable and give the improvement diffrence (if any) after each battle.
For example:
Fight 1; 54 sec = 540 gold
Fight 2; 63 sec = 90 gold (improvement of 9 sec)
Fight 3; 60 sec = 0 gold (no improvement)
Fight 4; 64 sec = 10 gold (1 sec improvement)
The idea behind this type of fight is to allways have a fight that could provide some reward. (after several replays the improvement would be only a few sec if that.) Then the game is never an idle game. Breaking it down this fight would include the same 3 elements as normal to determine how well a player does, first deck strength/Level, second choosing the right units to put in/hero control, and third luck in much greater amounts than normal. Because luck is involved so much there should allways be a chance of doing better, beating the personal best.
I recomend that this be either reset daily with 1 sec=1 gold or weekly with 1 sec=10 gold. Of course this would actualy be whatever amout fits for good gameplay. When reset a diffrent set of units is put in for the enemy.
Spinoff ideas/thoughts
* a leaderboard (probably should not reward based on rank, only for brags)
* tweek so a huge pile of strong units dosent end up camping the spawn. If enough piled up and got first strike they could kill well past 10 lv above them.
* to put more of an emphasis on strategy maybe the players units are all set to lv 1 for the fight, in combination with higher level to gradualy increese dificulty make enemies mana recharge faster. @10s mana*1.1 @20s mana*1.2 @30s level 2 units & mana*1 @40s lv2 mana*1.1 etc.
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